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Archives: The Ascent of Man [Closed]

Postby G-Tech Corporation » Thu Nov 29, 2018 4:23 pm

Archives: The Ascent of Man


City-State Register | Master Copy


Xcotl

Description: A small city-state inland along a river in flat plains, Xcotl is ruled by a magocracy who dabble in Necromancy. Though not builded high in stone or wood, the people of the Xcotl are rich in knowledge and valor, having turned back an incursion of desert demons with blood and bronze and thus earned her right to exist.

Settlements:
Xcotl | Population: 1800 Citizens - 500 Scholars, 400 Artisans, 100 Explorers, 100 Soldiers, 100 Freemen, 600 Peasants | Military: Militia | Public Order: Poor | Resources: Great Wolves, Native Copper, Oak Trees, Gold | Land: 5 Riverland, 5 Flatlands, 5 Hills, 5 Forest | Wealth IV, Industry I, 8 Stone | 1 Copper Armor
Urban District (Flatland)[12/20][4 Huts, 2 Slums, Monument, Training Ground, Edifice of Strengthening (OI I), Obelisk of Industry (I)]
Rural District (Riverland)[13/20][Watchposts, Pasture (Nascent, Ant-Hounds), Pasture (Empty), 2 Irrigated Farms, 1 Farm]
Rural District (Hills)[7/20][Scrape Mine (Gold), Deep Quarry]
Quarry
Timber Camp
Shoval | Population: 300 Citizens - 300 Peasants | Resources: Gazelle, Wheat, Pear Trees | Land: 15 Flatland, 5 Forest
Urban District (Flatland)[11/20][Palisade, 4 Huts, 1 Scriptorum]
Rural District (Flatland)[2/30][2 Farms]

Details:
Arcana: Mystic Control, Raise Dead, Speak to Dead, School of Sunstrength, Method of Intensity, Sunfire. Geolocus of Industry, Ley Sight, Geolocus Strengthening, Geolocus Travel, Geolocus Healing, Sacrificial Rituals. Healing Light. School of Runesmithing.
Advancements: Taming, Writing, Tame Ant-Hounds, Coppersmithing, Smithing, Masonry, Construction, Medical Care, Farming, Mining
Domestic Crops: Maize, Apples, Wheat
Civics: Tradition, Militaristic

Explored:
East: Ancestor Region [Arid (Cassiterite, Dust-Bulls, Great Wolves, Psarmelon, Sandwalkers, Purple Crystals)]

Hvasskyn - Stalheim Hierarchy

Description: A boisterous city-state located on a large watercourse near the Western Ocean, the Hvasskyn city of Kharbarinth is notable for its extensive stone construction, and many outlying settlements. The settlement of Steelsworn lays northeast of east, Rivermouth lies west, and Brightcliff lays north of north of north. Tarasheim, a new settlement, lays just northwest. Cadmus, once a proud independent state, lays far across the northern seas, but is now joined to the Hierarchy.

Settlements:
Kharbarinth | Population: 5800 Citizens - 400 Soldiers (100 DoS), 900 Scholars, 1100 Artisans, 100 Explorers, 600 Freemen, 1600 Peasants, 700 Serfs | Military: Regulars | Public Order: Good | Resources: Copper, Salt, Medicinal Herbs, Cattle, Crystal Trees, Apple Trees, Cotton | Ley-Lines Mapped | Land: 10 Riverland, 5 Forest, 5 Hills | Stored Food: 20/20, Road Network | 13 Stone, 4 Medicinal Herbs, 4 Cotton, 2 Sails, 16 Copper Ore, 4 Starmetal, 2 Shimmerstone, 10 Timber, 3 Coal, 3 Blackstone, Wealth XXXVII, Industry LIV | 6 Composite Bows, 1 Iron Weapons, 1 Iron Armor, 2 Advanced Iron Armor, 5 Bloodsilver Weapons (1 I), 3 Bloodsilver Armor (1 RoP), 2 Bronze Weapons, 1 Bireme
Urban District (Riverland)[20/20][12 Cottages, Strengthened (I)(BM) Fitted Stone Wall, Clinic, Water Mill]
Urban District (Riverland)[20/20][Grand Wall (P-II), 1 Houses, 1 Dense Housing, Sunhold (Fortress), Bloomery, Forge, Smithy, Weaver's, Mosaic of Time, Monument]
Urban District (Riverland)[19/20][Grand Wall, Smithy, 2 Scriptorum, 4 Dense Housing, Workshop]
Urban District (Forest)[19/20][Fitted Stone Wall (I)(BM), 1 Dense Housing, 1 Scriptorum, 1 Hall of Records, 1 Bloomery, Gateway (II II), Barracks]
Urban District (Forest)[16/20][Grand Wall (P-II), House of Healing, Workshop, Weavery, 1 Dense Housing, Training Grounds, 1 Scriptorum]
Rural District (Riverland)[20/20][Watchposts, 5 Huts, Pasture (Cattle), 8 Irrigated Farms, 1 Farm]
Rural District (Riverland)[5/20][2 Huts, 3 Irrigated Farm]
Rural District (Hills)[14/20][2 Huts, Deep Quarry, Scrape Mine (Native Copper), Pit Mine (Native Copper), Spelled Cavern]
Rural District (Hills)[11/20][Plantation (Cotton), Deep Quarry, Pit Mine (Native Copper)]
Docks District (Riverland)[17/20][1 Shipwright, 2 Wharf, 2 Drydocks]
Timber Camp
Steelsworn | 900 Citizens - 200 Artisans, 600 Peasants, 100 Serfs | Resources: Meteoric Iron, Cotton, Wheat | Land: 5 Hills, 5 Riverland, 5 Forest, 5 Flatland | 3 Meteoric Iron, 2 Cotton, Wealth IV, Industry VI
Urban District (Flatland) [9/20][Palisade, 1 Workshop, 1 Weavery, 1 Bloomery, 1 Scriptorum]
Rural District (Hills)[15/20][4 Huts, 1 Irrigated Farm, 1 Plantation, Weaver's, Scrape Mine (Meteoric Iron)]
Rural District (Hills)[5/20][Deep Quarry]
Rivermouth | 1000 Citizens - 400 Artisans, 500 Peasants, 100 Serfs | Resources: Silver Fish, Amber, Rice, Cotton | Land: 5 Coast, 10 Riverland, 5 Forest | 1 Amber, 10 Stone, Wealth XIII, Industry XXIV
Urban District (Forest) [5/20][Palisade, Weavery, Workshop]
Rural District (Riverland)[11/20][6 Huts, 1 Farm, 1 Irrigated Farm, 1 Plantation (Cotton)]
Rural District (Riverland)[0/20][]
Brightcliff | 1500 Citizens - 100 Soldiers (DoS), 200 Artisans, 100 Explorers, 1000 Peasants, 100 Serfs | Resources: Bloodsilver, Shimmerstone, Chickens | Land: 5 Coast, 5 Hills, 5 Flatland, 5 Forest | Wealth XV, Industry VIII, 3 Shimmerstone, 3 Floatstone, 1 Stone
Urban District (Flatland)[9/20][Simple Stone Wall, 1 Huts, 1 Workshop, 1 Bloomery]
Rural District (Hills)[20/20][Watchposts, 6 Huts, 2 Irrigated Farm, 1 Scrape Mine (Shimmerstone), 1 Pit Mine (Bloodsilver), Deep Quarry]
Rural District (Hills)[4/20][Pit Mine (Bloodsilver)]
Rural District (Flatlands)[0/20][]
Tarasheim | 600 Citizens - 300 Peasants, 100 Serfs, 200 Artisans | Resources: Sheep, Coal, Crystal Trees, Cotton | Land: 5 Coastal, 5 Forest, 5 Hills, 5 Flatland | Wealth IV
Urban District (Forest)[2/20][Weavery]
Rural District (Flatlands)[7/20][4 Huts, 1 Irrigated Farm, 1 Plantation (Cotton)]
Cadmus | Population: 1700 Citizens - 100 Scholars, 300 Artisans, 100 Freemen, 900 Peasants, 300 Soldiers (100 DoS), 400 Serfs | Resources: Wheat, Blackshells, Fish, Marble | Land: 5 Hills, 5 Coast, 10 Flatland | 2 Iron Weapons, 2 Iron Armor, 3 Composite Bows, 1 Bloodsilver Armor, 1 Bloodsilver Weapons | Wealth VI, Industry XIII, 7 Marble, 6 Stone
Urban District (Hills) [20/20][Grand Wall, 4 Huts, 1 Slums, 1 Training Ground, 1 Stonecutter, 1 Temple of Itempas (Healing), Circle of Arcane (Magic, Geolocus Travel)]
Rural District (Flatland) [11/20][3 Huts, 1 Hunting Ground, 1 Irrigated Farm, 2 Farms]
Rural District (Hills)[5/20][Deep Quarry]
Quarry
Nightstone | Population: 1000 Citizens - 600 Peasants, 200 Artisans, 100 Serfs | Resources: Greatshells, Seabirds, Blackstone, Grapes | Land: 5 Coast, 5 Forest, 10 Flatland | Wealth II, 1 Blackstone
Rural District (Flatland) [3/20][1 Huts, 1 Slums, 1 Irrigated Farm]
Quarry

Details:
Arcana: Rune of Wellness, Rune of Preservation, Rune of Protection, Rune of Strength. Healing Hands. Tempered Chronos, Quickening. Ley Sight, Geolocus Travel. Geolocus Strengthening, Geolocus Healing [5/10]. Dao of Structure, Dao of Regeneration, Dao of Resilience. School of Blood Magic, Raise Dead.
Advancements: Agriculture, Tame Cattle, Medicine, Smithing, Smelting II, Mining, Bronzework, Farming, Shipbuilding II, Construction II, Taming, Weaving II, Carpentry II, Wheel, Writing, Masonry, Cast Iron, Fishing, Bloodsilver Forging, Blackstone Masonry, Archery, Code of Laws
Domestic Crops: Wheat, Cotton, Rice, Saltrice, Melons, Crystal Trees, Apples
Civics: Slavery, Forwardthinking (38), Merchantile, Bureaucratic
Discourses: Dao of Structure

Explored:
(4,0): Temperate (Coast S): Galena, Forest Vegetables, Emerald Wyrms | 5 Forest, 5 Hills, 5 Coast, 5 Flatland
(3,3): Temperate (River): Tin, Lightning Horses, Galena | 10 Hills, 10 Riverland
(1,5): Plains (River, Coast W): Floatstone, Oilnut, Limestone | 5 Hills, 10 Riverland, 5 Coast
(2,4): Plains (River): Great Wolves, Giant Oaks, Aurochs
(-4,0): Island: Breadfruit, Oilplant, Saltrice
(-5,0): Island: Emeralds, Silver, Olive Trees
(-6,1): Island: Goats, Wild Cats, Papyrus

Republic of Saladonia

Description: A somewhat tiny city state located at the confluence of many rivers in a wide and fertile plain. Mud-daub buildings in their numbers stand here and there in great clusters, and the population is divided several equally divided settlements that all send representatives to the capital to govern. The capital is defended by a stout wooden palisade, but some districts are still marked by the fire of a riots that swept the city after a great plague.

Settlements:
Saladonia | 1100 Citizens - 200 Scholars, 100 Artisans, 200 Freemen, 600 Peasants | Military: Conscripts | Public Order: Rebellious | Resources: Hematite, Barley, Glow Trees, Sheep, Wheat | Land: 5 Flatland, 10 Riverland, 5 Hills | 1 Hematite | 2 Rune Shields
Urban District (Flatland) [8/20][Reinforced Palisade, Military Square, 2 Huts, Training Grounds]
Rural District (Riverland) [3/20][2 Huts, 1 Farm]
Rural District (Hills) [4/20][Scrape Mine (Hematite), Scrape Mine (Hematite)]
Vallenia | Abandoned | Resources: Wheat, Marble, Horned-Horses | Land: 5 Riverland, 10 Flatland, 5 Hills
Rural District (Flatland) [8/20][1 Huts, Farm, Pasture (Vacant), Clay Pit]
Brexonburn | 200 Citizens - 200 Peasants | Resources: Apple Trees, Giant Salamander, Flying Lizards | Lands: 5 Riverland, 10 Flatland, 5 Forest |
Rural District (Flatland) [2/20][Slums, Farms]

Details:
Arcana: Rune of Illumination. Rune Control. Rune of Fire. Rune of Liquid Manus. Rune of Shielding.
Advancements: Tame Sheep, Hieroglyphics, Smelting
Domestic Crops: None

The Kingdom of Lordaeron


Description: A boisterous city state located at the apex of a warm and welcoming peninsula in the Western Ocean. Mud-daub huts poke out from behind walls of cracked stone fitted into place in a rough defense, clustered on hills away from the waters of the sea. A smaller settlement nestles in the mountains to the north, watching the entrance to the peninsula carefully.

Settlements:
Stormwind | 1600 Citizens - 200 Scholars, 200 Citizen-Soldiers, 100 Soldiers, 100 Artisans, 300 Freemen, 700 Peasants | Military: Tribal Warriors | Public Order: Rebellious | Resources: Coconuts, Hematite, Armor-Whales, Fish | Land: 5 Coast, 5 Flatland, 5 Forest, 5 Hills | Wealth IX, Industry I, 1 Timber, 6 Hematite
Urban District (Hills) [20/20][Simple Stone Wall, Cathedral of the Light, 2 Houses, 5 Huts, Bloomery, Training Grounds]
Rural District (Flatlands) [1/20][Farm]
Timber Camp
Brewnwall| 700 Citizens - 100 Soldiers, 100 Citizen-Soldiers, 100 Explorers, 100 Artisans, 300 Peasants | Resources: Aromatic Pines, Sheep, Haleroot | Land: 5 Mountains, 5 Forest, 5 Hills, 5 Coast | 13 Timber, 9 Stone
Rural District (Hills) [6/20][2 Huts, Pasture]
Quarry

Details:
Arcana: Healing Light, Sunflare, Righteous Sword
Advancements: Writing, Smelting II, Cast Iron, Farming, Masonry, Smithing, Fishing, Construction, Shipmaking [8/10]
Domestic Crops: Barley, Winter Wheat
Civics: Bureaucratic, Forward-Thinking (28)

Explored: NW of West [Island: Gourds, Goats, Longnecks]
W of W of W [Island: Armor-Whales, Otters, Fish]

The Honori


Description: A large city state within the fertile vale of a desert river, the people of the Honori feast well on many domestic crops and erect obelisks to their gods and ancestors in their village of wood and mud-brick. Their village is defended by a stout wooden palisade, which bears the signs of fire which are almost faded. A matriarchal society, they are governed by a complex priestly society of female bureaucrats, ruling in the name of their two major deities: the sun god and the Moon goddess.

Settlements:
Mara | 3500 Citizens - 200 Soldiers, 500 Scholars, 300 Artisans, 300 Explorers, 200 Freemen, 2000 Peasants | Military: Tribal Warriors | Public Order: Ecstatic | Resources: Agave, Maize, Fire Snakes, Sand Striders, Goats, Cactus | Land: 10 Riverland, 10 Desert | Wealth XXIV, 4 Gold, 7 Stone, 4 Opals
Urban District (Riverland) [20/20][Simple Stone Wall, 10 Huts, Obelisk of Healing, Obelisk of Growth, Monument, Temple of Rule]
Urban District (Riverland) [17/20][Simple Stone Wall, 8 Huts, Training Ground, Scriptorum, Jeweler's]
Rural District (Riverlands) [20/20][Watchposts, 5 Irrigated Farms, Hunting Grounds, 2 Pastures (Camels), Pasture]
Rural District (Riverlands) [2/20][Watchposts]
1 Clay Pit

Details:
Civic Policies: Bureaucracy, Merchantile
Arcana: Geolocus of Healing. Geolocus of Strength. Geolocus of Sight. Geolocus of Growth.
Advancements: Farming, Writing, Domesticated Camels (BB), Jewelry, Masonry, Food Preservation [3/5]
Domestic Crops: Agave, Maize, Wheat

Explored:
East of East: Mountains (Llamas, Coal, Copper)
N of N of N: Temperate (Strangleweed, Silver, Edible Grasses)
N of N of N of N: Mountains (Ita Settlement)

Zhou

Description: A large city state that stands upon a large rivermouth in the frozen north, the Zhou live in sturdy wood huts protected by a low palisade along the banks of the river. They are notable for the rogue mages who live in their midst, thoughtfully given homes in a time of turmoil.

Settlements:
Zhou | 1400 Citizens - 25 Soldiers (DoS, DoR, DoRs), 200 Scholars, 100 Artisans, 100 Freemen, 1000 Peasants | Military: Tribal Warriors | Public Order: Poor | Resources: Pine, Elk, Oysters, Dye-Snails | Land: 10 Riverland, 5 Coast, 5 Forest | Wealth III, 6 Timber |
Urban District (Riverland) [17/20][Palisade, 3 Huts, 3 Slums, Forge, Smithy, Bloomery]
Urban District (Forest)[1/20][Monument]
Rural District (Riverland) [9/20][5 Huts, 4 Irrigated Farms]
Timber Camp
Huisu | 1000 Citizens - 100 Artisans, 900 Peasants | Resources: Clear Crystal, Salmon, Hematite | Land: 5 Riverland, 5 Flatland, 10 Hills | Industry I, 2 Hematite, 8 Stone
Urban District (Flatland)[0/20][]
Rural District (Riverland) [7/20][5 Huts, 2 Slums]
Rural District (Hills)[2/20][Scrape Mine (Hematite)]
Rural District (Riverland) [2/20][2 Irrigated Farms]
Quarry

Details:
Arcana: Geolocus of Energy. Geolocus of Resurrection. Geolocus Travel. Dao of Resilience, Dao of Structure, Dao of Regeneration.
Advancements: Medical Care, Farming, Smithing, Smelting II, Mining, Writing, Construction [3/5], Ice-Iron Smelting [1/10]
Domestic Crops: Winter Wheat
Policies: Forward-thinking, Merchantile, Traditional
Discourses: Dao of Structure [3/16]

Serys

Description: A large city state sited on a fertile river surrounded by plains and distant mountains, the people of Serrith possess a nation scarred by turmoil but unbowed. Wealthy and well-traveled, it is unfenced and guarded only by household warriors, but its prosperity has not been challenged in centuries so there is little need for concern. Nearby settlements along the coasts and in the mountains supply the main city.

Settlements:
Serrith | 1800 Citizens - 300 Soldiers, 200 Scholars, 200 Artisans, 100 Explorers, 200 Freemen, 700 Peasants | Military: Tribal Warriors | Public Order: Decent | Resources: Sweet Plums, Pine Trees, Silverfish, Sheep | Land: 10 Riverland, 5 Flatland, 5 Forest |
Urban District (Flatland) [13/20][Simple Stone Wall, 8 Huts, Potter's, Stonecutter's]
Rural District (Riverland) [2/20][1 Huts, 1 Farm]
Quarry
Sorncost | 400 Citizens - 400 Peasants | Resources: Cattle, Barley, Blackberries | Land: 10 Flatland, 10 Coast | 3 Clay
Rural District (Flatland) [6/20][2 Huts, Clay Pits, 1 Farm]
Sarfuth | 300 Citizens - 100 Artisans, 200 Peasants | Resources: Gold, Snowberries, Giant Firs | Land: 10 Mountains, 5 Hills, 5 Forest
Rural District (Forest) [6/20][1 Huts, 1 Hunting Grounds]

Details:
Advancements: Masonry, Pottery, Hieroglyphics, Carpentry
Domestic Crops: Barley, Sweetplums

Ita

Description: A moderately sized city-state nestled in a mountain vale, the people of Ita are notable for their hard-nosed optimism despite frequent military encounters with less than friendly neighbors. As such, the city is defended by a wall of cracked stone.

Settlements:
Ita | 1700 Citizens - 100 Scholars, 300 Soldiers, 200 Artisans, 200 Explorers, 100 Freemen, 800 Peasants | Military: Militia | Public Order: Decent | Resources: Silver, Lead, Goats, Redwoods | Land: 5 Mountain, 10 Hills, 5 Riverland | Wealth XI, Industry I, 11 Stone, 4 Silver
Urban District (Hills) [18/20][Simple Stone Wall, Military Square, 9 Huts, Training Grounds, Stonecutter's, Jeweler's]
Rural District (Hills) [8/20][1 Farm, 2 Huts, Pasture (Goats), Pasture (Empty), Scrape Mine (Silver)]
Quarry

Details:
Advancements: Jewelry, Archery, Masonry, Tame Goats, Farming, Writing
Domestic Crops: None

Explored:
West: [Temperate (Hematite, Creeping Bluemoss, Wolves)] 5 Forest, 10 Flatland, 5 Hills
South: [Temperate (Shale, Mountain Lions, Cotton)] 10 Forest, 5 Flatland, 5 Hills
North: [Mountains (Raspberries, Goats, Alpacas)] 5 Flatland, 5 Hills, 10 Mountains
Southeast: [Desert (Underground Forest, Oil, Desert Lichens)] 10 Desert, 5 Forest, 5 Flatland
Southwest: [Temperate (Shales, Wolves, Frankincense)] 5 Flatland, 10 Forest, 5 Hills

The Many Mothers of Fastaqui


Description: A relatively large city-state founded in a marshland delta by a sea, the folk of Fastaqui live in stilt-houses near fertile farm fields, subsiding on the bounty of amber washed up in their delta from the endless ocean.

Settlements:
Fastaqui | 2300 Citizens - 300 Scholars, 100 Soldiers, 300 Artisans, 200 Explorers, 1400 Peasants | Military: Conscripts | Public Order: Decent | Resources: Amber, Quinoa, Copper, Granite | Land: 10 Riverland, 5 Coastal, 5 Hills | Wealth XI, Industry I, 4 Copper Ore
Urban District (Riverlands) [20/20][Fitted Stone Wall, 10 Huts, 1 Slums, 1 Stonecutter's, Forge, Military Square]
Urban District (Riverlands)[6/20][Monument, Scriptorum, Granary]
Rural District (Hills) [18/20][Watchposts, 2 Slums, 1 Irrigated Farm, 2 Farms, Scrape Mine (Copper), Hunting Grounds, Deep Quarry]
Docks District (Coast) [3/20][Fishing Docks]
Quarry

Details:
Arcana: Slaughter of Storms. School of Runesmithing
Advancements: Mining, Masonry, Fishing, Tame Camels, Smelting, Construction, Writing, Food Preservation
Domestic Crops: Quinoa
Policies: Traditional, Militaristic

Explored:
South [Desert (River): Papyrus, Quartz, Desert Vegetables] 10 Riverland, 5 Desert, 5 Hills
East [Temperate (River, Coast): Shimmerstone, Copper, Medicinal Herbs] 5 Riverland, 5 Coast, 10 Hills
Southeast [Temperate: Deer, Apples, Gourds] 5 Forest, 15 Flatland

Nekhen Kingdom

Description: The jewel in the desert, the Aslani Kingdom, sits in the farthest deserts of the known world. Rich in knowledge and learning, the sandstone and brick houses of her people sprawl in vast swathes about the crocodile infested Asl River, the city-state overseen by their Star-Reader, the one who interprets the will of the divine from atop his tall pyramid of fired bricks. Their legions are numerous, and though poorly equipped, ferociously led. Near the coast, west of the homeland, stands the port-city of Arshak, and to the south is the small settlement of Isin.

Settlements:
Khasut: 1200 Citizens - 200 Scholars, 100 Soldiers, 100 Artisans, 100 Explorers, 200 Freemen, 500 Peasants | Military: Militia | Public Order: Decent | Resources: Amethyst, Wadj Reed, Aurochs, Crocodile, Wheat | 10 Riverland, 10 Flatland | 1 Copper, Wealth III, 4 Stone, 3 Timber
Urban District (Flatland) [12/20][Simple Stone Wall, 2 Cottages, 4 Huts, Training Grounds]
Rural District (Riverland) [7/20][1 Irrigated Farm, 1 Farm, 1 Hunting Grounds]
Clay Pits
Arshak: 200 Citizens - 200 Peasants | Resources: Amethysts, Salt, Saltwater Crocodiles | 10 Riverland, 5 Hills, 5 Coast | 1 Timber, 1 Stone
Rural District (Hills) [1/20][Huts]
Quarry
Isin: 100 Citizens - 100 Peasants | Resources: Gourds, Rhinoceros, Giant Shade Trees | 10 Flatland, 10 Forest |
Rural District (Flatland) [1/20][Huts]
Timber Camp

Details:
Advancements: Carpentry, Masonry, Writing, Astronomy, Farming
Arcana: Star-Sigil of Birth, Star-Child Constellation
Domestic Crops: Wadj Reed, Wheat

Explored:
[2,0] [Arid (Twin Rivers): Servals, Ant-Lions, Galena]
[-1,0] [Arid (River): Purple Berries, White-Silver Metal, Wadj Reed]




Non-Player City-States


The Wastelanders
Denizens of the frozen north, east and in the cold tundra farther than even the Zhou live, the Wastelanders worship a god of ice and snow and raid down into the fertile lands of the Zhou, Fergal, and Xcotl upon occasion. Those few traders who venture to their wild encampment say the wild warriors are few in number and live in primitive hide tents, but their keen bronze arms and militant nature have made them a worthy foe for any they come against despite their relative lack of civilization.
1000 Citizens - 300 Soldiers, 100 Scholars, 200 Artisans, 200 Slaves, 500 Peasants

Fergdal
Soft lowland riverfolk, living in a large city upon the banks of the large river that flows north from the places of Xcotl to end in the Western Ocean near the Zhou. The bountiful riches of the Fergdal are known far and wide, their gemcutters clever and their works much valued, defended by a thick stone wall from the worse of the Wastelander raids and those who might covet their riches. These walls, though, are said to be much of the protection of the city, and their guards relatively poorly trained.
1100 Citizens - 200 Soldiers, 100 Artisans, 100 Scholars, 700 Peasants

Shoval
A growing state not far afield from the lands of Cadmus, the Shoval are the outcasts and renegades of that city, united by little save their hatred of the elites who drove them with spear and sword away from the lands of their birth when they clamored for equality and opportunity. Behind their thick wooden walls they bide their time, often launching raids against the coast-dwellers from their fastness, sustained by vast herds of gazelles and acres of wild wheat. Their skirmishers are widely respected for their skill, and occasionally hired out as merchant guards traveling towards the Zhou and Fergdal lands. Annexed by the Xcotl by force.

Gergan
A small settlement of trappers, tanners, and jewlers, Gergan, or the Palinate as her folk prefer to call her, is a thriving but labor-poor city. Notable for the slaves that walk her streets, forced there by strict laws about class and wealth, Gergan lies north around the Spine Mountains from the Serin lands, and is protected by a sturdy wooden palisade. Her military is small but remarkably professional, and supplemented by slave-soldiers give the chance to win their freedom in the fires of war. They trade in many opulent goods, particularly northern emeralds, and are known for their Gem-Sorcerers.
1800 Citizens - 300 Soldiers, 200 Scholars, 100 Artisans, 400 Slaves, 100 Freemen, 700 Peasants

Maelon
An isolated settlement, high in what they call the Mother Mountains, the Maelon are a hardy but suspicious folk, slow to trust and primitive, but doughty. Their homes are hewn from the mountainside, and though they are not many in number, their skill with stonework and masonry far surpasses that of most lowlanders. Located many leagues from their only trade partners, the Serin people in the far east, their graven goods of wood and rock are much in demand, and their warriors look down on intermittent trading caravans with hard eyes- but, so far, the gates of the mountain fastness have always remained open, under the Great Spirit.
1200 Citizens - 200 Soldiers, 100 Scholars, 200 Artisans, 100 Freemen, 600 Peasants

The Freehold of Brexonburn
Nestled in the enfolding arms of the Spine Mountains, the people of Brexonburn are of the same kindred of those in Saladonia, but hold themselves in pride for not worrying about the political factions, infighting, and blood honor of their more hidebound kin. Embracing a more libertine lifestyle in the hills and vales of the Spine, they are mainly foresters and farmers, though their bowmen are not to be despised. Despite the differences, they are on good turns with the Republic.
300 Citizens - 100 Artisans, 200 Peasants




Organizations


Delisle and Sons


Leader: Cecil Delisle

History: Originally of Gergan, the Delisle family was forced to move from place to place following their exodus from their homeland. Since then they've grown accustomed to continuously being on the go. After working as traders for several generations, the patriarch of the Delisle family at the time, Einar Delilse, decided to begin documenting the various lands he passed through. Einar's son, Vimme believed he could make a business out of the knowledge his family had gathered over the years and opened an office in the city of Serys. Since then, the Delisle family has been operating out of Serys, charting maps, formulating the most efficient trade routes, and aiding in the establishment of settlments.

Starting Location: Serys

Specialization: One free Exploration every two turns. Recruit Explorers for Delisle and Sons from friendly populaces at half Wealth.
Assets: 200 Peasants, 100 Explorers, Expedition underway [2/4], Wealth II
Holdings: Ellandor [West of West] | Huts

Explored: West of West [Plains (River): Downy Deer, Oxen, Marble) 10 Riverland, 5 Flatland, 5 Hills
North of North [Mountains: Aromatic Pines, Cotton, Mountain Goats] 10 Mountain, 5 Forest, 5 Flatland

The Shambling Legion of Ulm Bahadur


Leader: Kadan Ulm Bahadur

History: Something is a-rot within Xcotl. One of their dark-mages have grown distraught with his position in Xcotl society as a whole. Whatever the reason for his hysterical state, he seeks to strike out on his own to carve out his own ambitions in this world, and to expand his know-how of the art of the dead. Deep in the night, the man traveled from Xcotl to the battlefields of old in the desert. Using the secrets of the dark-arts, he managed to rise a small band of restless zombies and skeletons - nothing fancy. The high-priests of Xcotl quickly got wind of his shenanigans but instead of punishing him, they offered him a job of mercenary work. Kadan happily accepted the offer.
Location: Xcotl
Assets: 40 Wickerman Warriors, 200 Fresh Undead, 1 Bronze Weapons, 2 Copper Armor
Church of the Dead (Shoval), Wealth II
Knowledge: Raise Dead

The Chrysí Aspída


Leader: Apostolos Rellas

History: The Chrysí Aspída were founded by traveling warriors around the city-state of Cadmus to act as mercenaries for traders. They were founded by Chrysíva Garius who acted as Supreme Commander, and after his death, the new Commander, Enzis Bacar, created the Council of Veteránoi to advise him on what would be best for the Chrysí Aspída. The Chrysí Aspída also accepted nearby tribesmen into their fold to act as guides to traders who were unfamiliar with the terrain and increased the Chrysí Aspída's wealth. They're still active near Cadmus and have attempted to set up a guild trade post near Cadmus, but failed.
Location: Xcotl

Assets: 220 Soldiers - Militia, Wealth X, Timber
Knowledge: Governance

The Legion of Mithras


Leader: Mithras Karaunos ("Mithras the Thunderer") an experienced slaver, raised in Gergan and trained in the city's professional guard, with a lifetime's experience of combat and command. Famed for his furious rages, and for the whip-scar across his one clouded eye.

History: The Palinate of Gergan, city of jewels and furs, is rich, but under-populated, and it has been for decades. The solution to this problem was worked out quickly; to take workers from elsewhere as slaves. Slaves work much of the Palinate's industry, as they have for generations, bought from other cities and from travelling slavers. Only recently has the city's expansion neccessitated a more aggressive approach. The market cannot supply the Palinate with all the slaves it requires, but the barbarians of the north, and the uncivilized peoples of the world remain at large, and for the taking. Seeing the need of his city for labour, and the opportunity presented by the disorganised tribes, a young soldier named Mithras, from a newly wealthy family, set about organising his fellow soldiers, in their months of leave, to enter into slaving expeditions into the mountains and hills.

From there, Mithas' operation only grew, with slaves being sold in greater and greater number, until he had raised sufficient funds to break with the army of Gergan, and to arm his own company, comprised of eager young recruits, mercenaries, and his old companions. Soon enough, other settlements sought out the slavers, until Mithras' legion were a well known fixture of the Spine Mountains and the surrounding lands, and their raids were well feared by the folk of the wilderness. Under Mithras Karaunos, the legion seeks to expand it's reach, and its wealth, and to drill itself into a truly formidable force, deserving of the name.

Location: Gergan

Bonus: Raiders - Bonus Additional Chance to take Slaves from Raided Populations

Assets: 300 Tribal Raiders - Wealth IV
(200 Raiders away near Salli)

The Poor Fellow-Soldiers, known too as the Vulgate or Popular Revolutionary, and the Righteous Creed


Leader: Ny-Ka 'the Slave'

History: The Poor Fellow-Soldiers is a recent development, byproduct and bastard of the dread Midnight Horde, one of many bands of bandits, brigands, raiders and revolutionaries prowling the war torn hinterlands of civilization in the wake of its destroyers. Unlike many, however, those of the Righteous Creed claim higher aspirations. Their founder, prophet, warlord and living voice of the Gods, Ny-Ka, was but a simple serf prior to the obliteration of his master's estate in the outerskirts of Honori territory. His God saved Ny-Ka from the bloody sack and taking of slaves which followed, and amidst the burning, screeching ruins of his home, granted the humble serf revelation.

The dread horde, he realized, was the culmination of centuries of sin, the very incarnation of the evil created, nurtured and maintained by the wicked rulers of man, fed by the despair and fear of the oppressed, aided by the malevolent intentions and weak decadence of the thousand-Gods that held sway over humanity, and of the darker gods that tempted with fell powers of necromancy and promises of immortality. And so was born the ultimate expression of the desires and acts of the corpulent few that claimed ownership and sovereignty over man - a monstrous army of demons, driven by desire for power, enslaving or killing all they came across and forcing men to bend to their dark will, a horde the thousand-Gods cannot stop. Only the God who saved Ny-Ka, a true and benevolent God, righteous, just and without name, truly has the interests of all man and civilization at heart - the Slave-God of duty.

The Slave-God is no corrupt, cruel and capricious overlord, like his thousand-brothers or their chosen, who are just as likely to bestow upon righteous man boons as they are to strike him down, and who conspire in truth only to greater power, in planes both mortal and heavenly. In fact, he is no overlord at all, but a simple slave - a great and powerful servant, bound to and property of justice and commonwealth, his servants sworn to the same ideal. Justice - true Justice, not the simpering arbitrary justice of the states - is not easy to summarize in short, and much of it's finer intricacies and nature is lost upon all but the Slave-God's chosen, but at it's core, Justice is the right of each man to live and thrive - from each according to his ability, to each according to his needs in everything from responsibility to food and land. Justice is the freedom of every man to do what they best can, regardless of birth, origins, or even gender - slavery, kings, serfdom, merchantmen, all are anathema to Justice.

It is the ideal of Justice that the Poor Fellow-Soldiers, of equality and freedom for all men, fight for, or at least claim to. These last few years they have wandered the war-torn country, raiding and robbing what they could, "reappropriating" and "liberating" wealth from what trade caravans, villages and bands of enemies they can fall upon. They have too, however, been freeing those slaves they come across, feeding the hungry hordes of refugees they come across when their larders permit it, defending those same groups of refugees and peasants from the bands of bandits and deserters prowling the hinterlands. To every group of deserters, refugees and bandits (those that do not attack them immediately or flee) they preach the Righteous Creed, proselytizing to and attempting to recruit any able bodied man (or woman) ready and willing to fight for their cause (and 3 square meals). They have taken to tailing, from a safe distance, of course, the main force of the great Midnight Horde, both aiding and setting upon the men and settlements left in it's wake.

Location: Ita

Bonus: Better recruitment in regions with slavery or low public order (of peasants), bonus to defense in wild country
Assets: 100 Tribal Warriors, 100 Peasants




Memories


[b]Cadmus

Description: A large city-state once sited along the coast of the Western Ocean, Cadmus was a place of great monumental architecture and enlightenment but considerable poverty. Ruled wisely, and noted for its fertile hillside farms on the cliffs above the white marble that was emblematic of its city-scape, Cadmus was nonetheless troubled in her ascent from a tribe by not only drastic overpopulation and the strife that went with that age of disorder, but was struck by an immense storm and tidal wave many generations ago, a disaster from which she was slow to recover. Once she held a small settlement to the southeast, but after a period of stagnation and social strife she was conquered by soldiers from the Stalheim Hierarchy in the year 355, bringing an end to the Republic and People of Cadmus.

The Chosen of Neferkara


Founded in the Kingdom of Aslani and exiled shortly after, the Chosen are an arcane and priestly faction seeking to further the knowledge of necromancy and other magics. Having wandered around the known world a while before settling into Saladonia, many other city-states have some opinion regarding the Chosen and their activities. To this end they plan on aiding their unlikely allies by providing arcane knowledge and assistance to further grow the small city-state into a powerful kingdom to rival Aslani. After many generations of life in the safety of Saladonia, aiding those people and surviving the depredations of the Midnight Horde, the leadership of the Chosen led their followers east, seizing the undefended Serrin city of Sarfuth. After a climatic battle accompanied by a fell ritual, the Chosen were no more, slain in combat by soldiers from the south or their lives consumed by the reawakening of their former master, the Liche-Priest Neferkara. Only some dozens survived, fleeing north into the Spine Mountains, where they were seen no more...
Last edited by G-Tech Corporation on Wed Jan 30, 2019 11:24 am, edited 48 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Saxony-Brandenburg
Minister
 
Posts: 2805
Founded: Mar 07, 2016
Civil Rights Lovefest

Postby Saxony-Brandenburg » Thu Nov 29, 2018 4:26 pm

The Honori


Description: A large city state within the fertile vale of a desert river, the people of the Honori feast well on many domestic crops and erect obelisks to their gods and ancestors in their village of wood and mud-brick. Their village is defended by a stout wooden palisade, which bears the signs of fire which are almost faded. A matriarchal society, they are governed by a complex priestly society of female bureaucrats, ruling in the name of their two major deities: the sun god and the Moon goddess.

Settlements:

Mara | 3700 Citizens - 100 Freemen, 500 Scholars, 300 Artisans, 300 Explorers, 2200 Peasants, 300 Horde Warriors | Military: Tribal Warriors | Public Order: Ecstatic | Resources: Agave, Maize, Fire Snakes, Sand Striders, Cactus | Land: 10 Riverland, 10 Desert
Urban District (Riverlands) [20/20][Simple Stone Wall, 10 Huts, Obelisk of Healing, Obelisk of Growth, monument, Temple of Rule]
Rural District (Riverlands) [20/20][3 Irrigated Farms][1 Clay Pit][Hunting Grounds][Pasture(s- II)][Watchposts]
Urban District II (Riverlands) [19/20][Simple Stone Wall][Huts VIII][Training Grounds][Scriptorium][Jewelers- II]
Rural District II (Riverlands) [7/20][Irrigated Farms II][pasture][watchposts]
Urban District III (Riverlands) [8/20][Temple of Silar the Almighty][Simple Stone wall][Obelisk of Strength]

Details:

Civic policies: Bureaucracy, Mercantile, Traditional.
Arcana: Geolocus of Healing. Geolocus of Strength. Geolocus of Sight. Geolocus of Growth.
Advancements: Farming, Writing, Jewelry, Masonry, Camels of Burden, Food Preservation, Archery, Wheel (1/10), Smithing (1/10).
Domestic Crops: Agave, Maize, Wheat, Undomesticated Cacti
Animals: Domesticated Camels, Untamed Mountain Goats, Untamed Emus
Resources in stock: + VII Stone, + III Gold, + IV Opals
City states discovered: The Aslani. The Ita.
Wealth Surplus: Wealth XVI
Last edited by Saxony-Brandenburg on Thu Jan 31, 2019 6:02 pm, edited 53 times in total.
"When Adam delved and Eve span, who was then the gentleman?"

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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Thu Nov 29, 2018 4:29 pm

The Cadmian Republic
Image

Motto: People and Senate of Cadmus

Description: Proud people of the Great Bay, the city-state of Cadmus lies on the shores of the Western Ocean. Resplendent hills of marble overlook the large city-state, the city is a center of beautiful architecture, and monumental structures. The Temple of Itempas, overlooks the City from the Vestian Hills, along with the great Circle of Arkane which is center of magical study, and enlightenment. The city was at first prosperous but met many trials on it' path of ascendancy. A civil war which saw the birth of the Shovalians who fled and have sworn revenge on their former brethren, and the overthrow of the king and rise of the Republic. Yet Cadmus recovered and entered an age of prosperity and growth once more. Yet the Fates had different plans it seemed and a devastating tidal wave, and the storm caused great damage to the city. The Cadmians look onward with hope and belief that they overcome the trials that of beset them.

Settlements:
Cadmus | Population: 1000 Citizens - 700 Peasants, 100 Soldiers, 100 Scholars, 100 Artisans | Military: Militia | Public Order: Grumbling | Resources: Wheat, Blackshells, Fish, Marble | Land: 5 Hills, 5 Coast, 10 Flatland
Urban District (Hills) [15/20][4 Huts, 1 Slums, 1 Training Ground, 1 Temple of Itempas (Healing), Circle of Arcane (Magic, Geolocus Travel)]
Rural District (Flatland) [7/20][1 Hunting, 2 Farms]
Quarry
Cadmus Minoris | Population: 200 Citizens | Resources: Greatshells, Seabirds, Blackstone, Grapes | Land: 5 Coast, 5 Forest, 10 Flatland
Rural District (Flatland) [1/20][1 Slums]

Details:
Arcana: Geolocus Travel, Ley Sight, Geolocus Strengthening
Advancements: Construction, Farming, Fishing, Masonry, Hieroglyphics
Domestic Crops: Wheat, Apples
Last edited by Novas Arcanum on Tue Dec 10, 2019 7:40 am, edited 4 times in total.

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Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Thu Nov 29, 2018 4:31 pm

The Many Mothers of Fastaqui


Description: A relatively large city-state founded in a marshland delta by a sea, the folk of Fastaqui live in stilt-houses near fertile farm fields, subsiding on the bounty of amber washed upon the shores of their delta from the endless ocean. War-wearied but unbroken, they are not as they once were.

Settlements:
Fastaqui | 2300 Citizens - 300 Scholars, 300 Artisans, 200 Explorers, 100 Soldiers, 1400 Peasants | Military: Conscripts | Public Order: Decent | Resources: Amber, Quinoa, Copper, Granite | Land: 10 Riverland, 5 Coastal, 5 Hills | Stockpile: Wealth VII, Industry 1, Copper Ore 2, Amber 1, Quartz 0, Stone 1.
Urban District (Riverlands) [19/20][10 Huts, 1 Slums, Stonecutter's, Forge, Fitted Stone Wall, Military Square]
Urban District(Riverlands) [6/20][Monument, Scriptorum, Granary]
Docks District (Riverlands) [3/20][Fishing Docks]
Rural District (Hills) [13/20][Scrape Mine (Copper), 2 Farms, 1 Irrigated Farm, 2 Slums, Hunting Grounds, Watchposts]
Deep Quarry

Details:
Arcana: Slaughter of Storms, School of Runesmithing.
Advancements: Mining, Masonry, Fishing, Domesticated Camels, Smelting, Construction, Writing, Food Preservation.
Domestic Crops: Quinoa.
Policies: Traditional, Militaristic.

Current Situation, Year 367 CE, Turn 22:
Food shortages - fortunately, starvation is averted en masse. (Wealth II)
300 Scholars: Through bribes and cajoling, and a deeper understanding of the beasts that haunt their homes, the Crones of Fastaqui have begun to truly domesticate the camels of the west - though they are loathe to breed in the conditions of the swamplands so far from their desert homes, a native population is beginning to take shape.
Granary [Labor IV], Irrigated Farm [Labor IV]
+Stone, +2 Copper Ore
-2 Copper Ore, +Wealth V
-100 Freewomen, +100 Explorers
-Wealth II | Southeast of Fastaqui the land of the marshes peters away, replaced by humid but dry woodlands. Trees grow here, budding with red shiny apples good to eat. Low growing gourds also cover the ground in wide leaves, and wild deer range through the forests.

Discoveries:
West of Fastaqui the air grows very dry, and soon an arid scrub-desert unfolds before the wary voyager.
Arid: Scrub-Brush, Saguaro, Camels | 10 Desert, 5 Riverland, 5 Hills

North of Fastaqui, travelers soon come to a great sea which stretches as far as the eye can observe. It teems with fish, but beyond the delta itself mightier craft than mere rafts are needed to explore the region fully.

South of Fastaqui, explorers come across a region of blazing sun and barren rock, sand and scattered stone. Gleaming quartz is in evidence along the river's banks, and papyrus reeds teem in the mud-flats. Arrays of desert vegetables can also be found in the surrounding oases.
Desert (River): Papyrus, Quartz, Desert Vegetables] 10 Riverland, 5 Desert, 5 Hills

East of the lands of the many mothers stretch fertile acres, swamps and rich black soil interspersed with winding tributaries reaching the sea and acres of low forests and grasses. Glittering shards of white rock, covered in prismatic hues, are scattered amidst low hills, and copper veins are also in evidence. A rich nutty-flavored herb which promotes a feeling of wellness and seems capable of healing wounds grows amidst the trees here.
East [Temperate (River, Coast): Shimmerstone, Copper, Medicinal Herbs]

Southeast of Fastaqui the land of the marshes peters away, replaced by humid but dry woodlands. Trees grow here, budding with red shiny apples good to eat. Low growing gourds also cover the ground in wide leaves, and wild deer range through the forests.
Last edited by Olthenia on Sun Jan 27, 2019 5:22 pm, edited 80 times in total.

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Kelmet
Powerbroker
 
Posts: 8619
Founded: Dec 07, 2012
Left-Leaning College State

Postby Kelmet » Thu Nov 29, 2018 5:00 pm

(The Kingdom of) Lordaeron


Description: A boisterous city state located at the apex of a warm and welcoming peninsula in the Western Ocean. Mud-daub huts poke out from behind walls of cracked stone fitted into place in a rough defense, clustered on hills away from the waters of the sea. A smaller settlement nestles in the mountains to the north, watching the entrance to the peninsula carefully.

History/Culture:
The History of the people of Lordaeron is strangely intertwined with the northern barbarians known today as The Wastelanders, Centuries ago a tribe of these north men broke off and migrated south west finding the rich warm and well protected peninsula that came to be called Lordearon. I terms of culture the faith of the holy light has replaces many of the negative traits the people had in common with their northern cousins. In terms of language and ethnic makeup however the similarities are very hard to miss. Large in height and body structure, pale in skin, light in hair and eye color if Lordaeron wasn't so well mannered and civilized a merchant caravan or trading ship would be mistaken for a North men raid.



Settlements:
Stormwind | 1900 Citizens - 200 Scholars, 200 Artisans, 400 Freemen, 200 Peasants, 200 Citizen Soldiers | Military: Tribal Warriors | Public Order: Average | Resources: Coconuts, Hematite, Armor-Whales, Fish | Land: 5 Coast, 5 Flatland, 5 Forest, 5 Hills
Urban District (Hills) [14/20][Simple Stone Wall, 6 Huts, 1 House Bloomery, Monument,Training Grounds,Scriptorum,Scrape Mine,Smithy,Barracks, Cathedral of the Light]
Docks District (Aquatic) [0/20]
Rural District (Plains) [1/20][Farm]

Brewnwall| 700 Citizens -500 Peasants, 200 Citizen Soldiers, 100 Explorers | Resources: Aromatic Pines, Sheep, Haleroot | Land: 10 Mountains, 5 Hills, 5 Coast
Rural District (Hills) [9/20][3 Huts, Pasture. Timber Camp,Quarry,Palisade, Watchtowers]

Details:
Arcana: Healing Light, Sunflare, Sun touched Weapons
Advancements: Writing, Smelting 2, Cast Iron, Farming, Masonry, Smithing 2, Fishing, Construction
Domestic Crops: Barley, Winter Wheat
Domestic Animals: Sheep

Current Details.
Stormwind
Adequate food +I Wealth
+II Wealth from Artisans.
+0.5 Hematite
The Cathedral grants no new insights this cycle.
Another section of Houses stand ready, save for the Wealth [II] and Industry [III] required to complete them.
200 Scholars continue their efforts to learn Shipbuilding from Hierarchy’s tight-lipped scions [8/10].
-II Wealth for reasons handled by TG.

Brewnwall
Ample food.
+1 Timber
+1 Stone

Wealth: IIII
Industry: III
Current Resources being produced: Timber, Stone, (Iron) ore,

Extra Information.
Users of the Light are divided into three categories, and two organizations.
Clerics - Under the Order of the Silver Hand these blessed individuals who use the light for purley Healing and defensive reasons, they are primarily healers, and supplement the Paladins
Paladins- Fearsome warriors of the Light, They use both defensive and Offensive magic to be a holy weapons against the kingdoms enemy's.
Mages- Under the authority of the Cycle these individuals use the light for purely offensive purposes, a striking sight to see.


Knights of the Silver Hand
Image

Made up of the Clerics and Paladins of the light the Knights are a Militant Holy Order with a scared duty to defend the people of Lorderon and preserve the faith. While the Clerics take the task of spreading the word, feeding the hungry and healing the sick the Paladins route out evil and Defend the weak.

High Cycle of Mages

The Mages of Loderon are organized into the Cycle, while membership is not mandatory any mage of status and skill is a indeed a member.

Tenets of the Light
The first of these tenants was respect, the members of the tribe squabbled and fought sometimes but they always looked past temporary hatred and see qualities to respect and prowess to be acknowledged Conducting oneself with honor and treating one's opponent as one wishes to be treated shows respect. Respecting one's opponents on the field is acknowledging a connection, which brings one closer to the Light.

The second of these tenets is Tenacity, the virtue of persevering through troubling times and painful experiences. In the face of despair and hatred, one must continue to stand true to their beliefs and fight on. Times may be good now but hardship could easily be behind the corner.

Compassion is the last step on the path of the Light. In times of rivalries, it is easy to see differences at every turn. The challenge is in looking beyond appearances and understanding the similarities. Through this understanding, one can feel compassion for the losses others have suffered, even if the victim bears another banner. By feeling and understanding compassion in enemy and ally alike, one reaffirms his or her connection with the world.


Church of the Light
Image

Ranks
Archbishop- Head of the church, appointed among the Cardinals by the king and approved by a council of Cardnils.
Cardinals- Head of their local church district, usually centered on a city.
Bishop- Head of their local church

Buildings
Cathederal - Largest structure, presence only in Stormwind
https://vignette.wikia.nocookie.net/wowwiki/images/c/c4/Cathedral_of_Light.jpg/revision/latest?cb=20090913124500
Bastion- Largest structures found outside the Capital
Chantry's- Local everyday places of faith, size varies on village/city's wealth and population.
Last edited by Kelmet on Thu Jan 31, 2019 6:21 pm, edited 47 times in total.
Call me Kel
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Co-OP and OP Experience

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Holy Tedalonia
Postmaster-General
 
Posts: 12455
Founded: Nov 14, 2016
Ex-Nation

Postby Holy Tedalonia » Thu Nov 29, 2018 5:11 pm

Imperial Republic of Salli


"Ex cinere patris nostri Vallenian. Salli natus est" - Lord-Imperator Villus Typhus, first of his title.

General Details:
The capital is a crowded city, with a diverse set of peoples. While the unity and leadership is stressed heavily in the citystate, the nation is divided among its diverse cultures. The government is a Senatorial Militaristic Republic, where the families leading the nation are both rich, and have military backgrounds. Once being a citystate spread out among multiple settlements, troublesome times however forced them back into the capital city. The nation enjoys the massive fertile valley, that they comfortably live off of. It’s capital has a wooden palisade and its buildings built with mud-daub buildings.

Location - Salli, Ivaria (Name of the Valley.)
Climate - Plains/Riverlands
Notable Resources - Horned Horses, Flying Lizards, Marble, etc.

Originally men of the mountains the Saladonians eventually entered the fertile plains of their homeland, and while the reason of them leaving their homeland forgotten the result was the same, A realm of men on the fertile plains and river lands of Ivaria. At the time only one clan existed Clan Bryre, it enjoyed its early years in the plain, however as time progress the Clan became so large that it could hardly be a clan anymore, Vallenian the IV, realized this, and farthest members from the direct family of the clan, making new clans.

This was marked as the ‘Origin Era’, for this would also establish a government not just of one clan, but of many. The first three clans that appeared was, Clan Rylander, Clan Farrenian, and Clan Vylander. They were all to be subordinate to the Kingdom of Bryreland, named after the father clan, and kingdom of the Saladonians. The Saladonian society was born from a shared identity among the citizens of the kingdom.

However this unity and loyalty eventually led to trouble, after 20 years of its established colonies, the Bryreling Government began to fall apart. The communications between city state and village was difficult, and control always troublesome. Furthermore, the Bryre government started down a dark road of unbridled power. The people suffered under the strain of their power-hungry king.

The king of Bryreland, King Vituvian Bryre the Second, had lusted for a Rylander girl- Tibus Rylander’s older sister. King Vituvian would desire her so much, that he would visit her in the night. He tried to coax her into willful consent, however she would not give in. In a fit of rage he killed her, and blamed it upon a servant.

This did not go unignored, however and soon Imperator (Commander) Cratus Rylander heard of the ordeal from a cowering servant who had seen everything. Cratus however was unlike Vituvian and wished to not throw Bryreland into civil war. He gathered allies and friends, choosing carefully to ensure his own safety, afterall dismissing ones loyalty is the greatest of sins. Cratus explained to many that it was Vituvian who abandoned his duties, and while many disgruntled Saladonians agreed with him, they too knew of the kings overreach of power.

Eventually Cratus enacted a coup, and half the Kings guard turned against their King. Vel Rylander and his loyal kings guard defended the king to their dying breath, but that to wasn’t enough. In the end the King was exiled to Serrith, to live out his days. Cratus was now in control and decided to form a republic. Knowing another king could only abuse power again. Thus the republic was formed. The rights given to the outer villages allowed the city states independence movements to die down.

As peace and tranquility came to the Republic it was short lived, and soon a plague hit the city killing the populace. The hardy and powerful survived and relied on magick to aid them in there struggle. The Rune of Fire kept many warm throughout the nights. Saladonia became a city of the hardy and brave, building the attitude of perseverance into their soul.

During the reign of Tibus Rylander, the state welcomed foreigners who referred to themselves as the Chosen. Being from the distant lands of Aslani. The Senate saw the matters relating to the Chosen very carefully, ensuring they were doing the right thing. Tibus’s reign saw to dealing with a growing population, and diplomacy. Ending with a small investment into military at the end.

Daros Bryre followed suit, after hearing reports in Serrith, about the Serrins being invaded by nomads. The Lord-Imperator saw fit to improve the military, and abandon more domestic responsibilities, however as the foe approached the gates, and the numbers at a size of intimidation. Daros Bryre surrendered to the nomadic horde, a un-Saladonian choice, that resulted in him being forced to suicide, a stab into the heart, the Saladonians refer as, “Dedicating his heart.”

Malix Varly is the most recent Lord Imperator. A military man, who has met some success both improving the military and living standards. He has dealt with multiple matters, rescuing the enslaved Saladonians, opening a mine to iron, and finally establishing housing for the lower and more unfortunate populace. He has been a better sort of man than the previous Lord-Imperator, and has dealt with matters appropriately.


Gladium - A man or women who failed to uphold the values of Saladonian society, (Honor, Bravery, and Loyalty) and been banished to the slums. They struggle hard finding it difficult to find a job, or living. Wearing the ‘Mark of the Gladium’ on seared on their chest, they are easily indentified as opposed to their proper Saladonian kin.

Lord-Imperator - A elected office, established by the Saladonian Republic. The role is a mish-mash of Imperial dictatorship, and republicanism. The name derives from Imperators, or “commanders”, which used to be the leaders of the Saladonian military, before Imperator became a leader title.

High Magister - The head scholar of a Saladonian School. They lead the Saladonian Scholars into the proper ways of society.

High Magick - Magick that is not formed/related to runes.

Low Magick - Magick that is formed/related to runes

Jinx-Flinger/Caster - A person who uses high magick.

Rune-Smith - A person who uses low magick/Rune magick

Saeling - A Saladonian byname often shared between Saladonian. While Saladonian is the formal name, Saeling is the informal. Often used to when ones friendly and rowdy as opposed to being distant and silent.

Senatorial - The meeting theater where the Senate discusses the day to day happenings and administer the republic.

Lowlander - a person who lives in the lowlands (plains)

Highlander - a person who lives in the highlands (mountains)

Asling - a informal byname used for the Aslani foreigners, often used when ones friendly and rowdy as opposed to distant and silent.

Saelings debt / Syling - a debt or to owe favor. Saelings are honorbound to fulfill the debt whether they owe it or they are owed, lest they become a Gladium due to the failure to ‘break even’.

Fluffling - sheep

Drakeling - flying lizard

Lytling - a child

Gall - a foreigner


Tibus Vella Rylander - Lord Imperator of the Imperial Republic of Saladonia. Known to be a cunning pragmatic man, but one to uphold the honor of the Saladonians. He currently favors Naferata, among the Chosen, however he will never do anything that’d betray Saladonian honor. (Clan Succession: Oligarchal Elective)

Daros Renius Bryre - Senator and the head of Clan Bryre. Known for his disposition against Clan Rylander, and a stern man towards tradition. (Clan Succession: Primogeniture)

Davian Capiana Lazos - Senator and head of the Lazos Clan. Known as a firm ally of Tibus Rylander, and a man true to his Saladonian blood. (Clan Succession: Open Elective)

Tarrin Willin Varly - Senator and head of Clan Varly. Known for- like most of his clan, as a hotheaded warhungering warrior. Cares little for trivial politics. (Clan Succession: Open Elective)

Inclius Sagetarius Velton - Senator and head of Clan Velton. Known for his scholar work and theological studies. He is also the head of the Saladonian Scholars Society, who praticipate in the workings of many projects. (Clan Succession: Eldership)


Settlements:
Saladonia | 900 Citizens - 100 Scholars, 100 Artisans, 100 Citizen-Soldiers, 200 Freemen, 400 Peasants | Military: Conscripts | Public Order: Decent | Resources: Hematite, Barley, Glow Trees, Sheep, Wheat | Land: 5 Flatland, 10 Riverland, 5 Hills | Wealth II, Industry I | 2 Rune Shields
Urban District (Flatland) [8/20][Reinforced Palisade, Military Square, 2 Huts, Training Grounds]
Rural District (Riverland) [1/20][Farm]
Rural District (Hills) [2/20][Scrape Mine (Hematite)]
Vallenia | Abandoned | Resources: Wheat, Marble, Horned-Horses | Land: 5 Riverland, 10 Flatland, 5 Hills
Rural District (Flatland) [8/20][1 Huts, Farm, Pasture (Vacant), Clay Pit]
Brexonburn | 200 Citizens - 200 Peasants | Resources: Apple Trees, Giant Salamander, Flying Lizards | Lands: 5 Riverland, 10 Flatland, 5 Forest |
Rural District (Flatland) [2/20][Slums, Farms]

Details:
Arcana: Rune of Illumination. Rune Control. Rune of Fire. Rune of Liquid Manus. Rune of Shielding.
Advancements: Tame Sheep, Hieroglyphics, Smelting
Domestic Crops: None
Last edited by Holy Tedalonia on Tue Jan 22, 2019 9:16 am, edited 31 times in total.
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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The GAmeTopians
Powerbroker
 
Posts: 9826
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Thu Nov 29, 2018 5:22 pm

Zhou

Description: A large city state that stands upon a large rivermouth in the frozen north, the Zhou live in sturdy wood huts protected by a low palisade along the banks of the river. They are notable for the rogue mages who live in their midst, thoughtfully given homes in a time of turmoil.

Settlements:
Zhou Settlement | 1400 Citizens - 100 Scholars, 200 Artisans, 200 Explorers, 800 Peasants, 100 Soldiers | Military: Tribal Warriors | Public Order: Excellent | Resources: Pine, Elk, Oysters, Dye-Snails | Land: 10 Riverland, 5 Coast, 5 Forest
Urban District (Riverland) [10/20][Palisade, 3 Huts, 3 Slums, Forge]
Rural District (Riverland) [4/20][3 Irrigated Farms, Hut]
Timber Camp

Details:
Arcana: Geolocus of Energy. Geolocus of Resurrection. Geolocus Travel. Dao of Resilience. Dao of Structure. Dao of Regeneration.
Advancements: Smelting, Medical Care, Farming, Smithing
Domestic Crops: Winter Wheat
Policies: Forward-thinking, Merchantile
Treasury (Spare Wealth): 4
Stockpiled Timber: 2
Stockpiled Hematite: 2
Last edited by The GAmeTopians on Sat Dec 15, 2018 11:07 am, edited 7 times in total.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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Dernland
Ambassador
 
Posts: 1713
Founded: Jul 15, 2014
Ex-Nation

Postby Dernland » Fri Nov 30, 2018 2:35 pm

Ekwosi

Description: Denizens of a land of rolling plains, the city-state of Ekwosi is notable for its horses, which are the pride of her people. Though in truth beasts that tire swiftly, their ability to cover ground is formidable when mounted, and this has led to substantial prosperity for the simple people of the Ekwosi and their city state. Though their tribal warriors fight much as their ancestors always did, the nature of the horse lends them much strength over smaller tribes.

Settlements:
Ekwosi | 900 Citizens - 100 Scholars, 100 Artisans, 100 Soldiers, 600 Peasants | Military: Tribal Warriors | Public Order: Good
| Resources: Horses, Apple Trees, Wheat, Goats | Land: 5 Riverland, 10 Flatland, 5 Forest
Rural District (Flatland) [14/20][10 Huts, Pasture (Horses)]

Details:
Advancements: Tame Horses, Horseback Riding
Domestic Crops: None
I am a Mormon

I have no wives
I love jello


I don't hate homosexuals
Potatoes are a staple of my diet, but only because my family's Irish


I'm not rich.


TG me any more stereotypes and I'll see if they fit.

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Pasong Tirad
Postmaster-General
 
Posts: 11947
Founded: May 31, 2007
Democratic Socialists

Postby Pasong Tirad » Fri Nov 30, 2018 5:17 pm

Ita

Description: A moderately sized city-state nestled in a mountain vale, the people of Ita are notable for their hard-nosed optimism despite frequent military encounters with less than friendly neighbors. As such, the city is defended by a wall of cracked stone.

The city of Ita lies right in the middle of the aptly-named Ita Valley. Two mountain ranges surround the people and their similarly-named city in the east and the west. Whilst not containing the most arable land, the people are well-supplied by a river and its tributary streams running through the entire valley, and have enough in terms of food due to an overabundance of wild goats and domesticated goats.

The city of Ita was devastated by the Midnight Horde, and the simple stone wall that had defended it so well for a century was destroyed, and in its place a new one was built.

Settlements:
Ita | 1600 Citizens - 100 Scholars, 300 Soldiers, 200 Artisans, 100 Explorers, 100 Freemen, 800 Peasants | Military: Militia | Public Order: Adequate | Resources: Silver, Lead, Goats, Redwoods | Land: 5 Mountain, 10 Hills, 5 Riverland
Urban District (Hills) [16/20][Fitted Stone Wall, 5 Huts, Training Grounds, Stonecutter's, Jeweler's, Military Square, Monument (The Breach)]
Rural District (Hills) [15/20][2 Pastures (Goats), Scrape Mine (Silver), 1 Farm, Watchposts, 4 Huts]
Quarry

Details:
Advancements: Jewelry, Archery, Masonry, Tame Goats, Farming, Writing, Food Preservation
Domestic Crops: None
Civic Policies: Frugal, Militaristic
Resource Status: Ample food, 1 Wealth, 0 Silver, 1 Stone

Explored:
East: [Plains (Coastal) (Antelope, Truesilver, Marble)] 10 Hills, 5 Flatlands, 5 Coast
West: [Temperate (Hematite, Creeping Bluemoss, Wolves)] 5 Forest, 10 Flatland, 5 Hills
South: [Temperate (Shale, Mountain Lions, Cotton)] 10 Forest, 5 Flatland, 5 Hills
North: [Mountains (Raspberries, Goats, Alpacas)] 5 Flatland, 5 Hills, 10 Mountains
Southeast: [Desert (Underground Forest, Oil, Desert Lichens)] 10 Desert, 5 Forest, 5 Flatland
Southwest: [ (Shale, Wolves, Frankincense)]
South of South of South of South: (Honori Settlement of Mara) [Desert (Agave, Maize, Fire Snakes, Sand Striders)] 10 Riverland, 10 Desert
Last edited by Pasong Tirad on Mon Jan 28, 2019 7:07 pm, edited 50 times in total.

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The National Dominion of Hungary
Minister
 
Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Sat Dec 01, 2018 2:45 am

The Kingdom of Sera


Description: A large city state sited on a fertile river surrounded by plains and distant mountains, the people of Serrith possess a nation scarred by turmoil but unbowed. Wealthy and well-traveled, it is unfenced and guarded only by household warriors, but its prosperity has not been challenged in centuries so there is little need for concern. Nearby settlements along the coasts and in the mountains supply the main city.

Settlements:
Serrith | 800 Citizens - 100 Scholars, 100 Artisans, 200 Freemen, 400 Peasants | Military: Tribal Warriors | Public Order: Decent | Resources: Sweet Plums, Pine Trees, Silverfish, Sheep | Land: 10 Riverland, 5 Flatland, 5 Forest
Urban District (Flatland) [8/20][6 Huts, Potter's, Stonecutter's, Palisade]
Quarry
Sorncost | 400 Citizens - 400 Peasants | Resources: Cattle, Barley, Blackberries | Land: 10 Flatland, 10 Coast
Rural District (Flatland) [5/20][2 Huts, Clay Pits]
Sarfuth | 200 Citizens - 100 Artisans, 100 Peasants | Resources: Gold, Snowberries, Giant Firs | Land: 10 Mountains, 5 Hills, 5 Forest
Rural District (Forest) [1/20][1 Huts, 2 Hunting Grounds]

Details:
Civics: Traditional, Bureaucratic
Advancements: Masonry, Pottery, Hieroglyphics, Farming
Domestic Crops: Barley, Sweetplums
Last edited by The National Dominion of Hungary on Wed Dec 12, 2018 9:25 am, edited 4 times in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Fri Dec 07, 2018 10:35 am

Kingdom of Nekhen (Kingdom of the Aslani)
Image


Description: The jewel in the desert, the Kingdom of the Aslani, sits in the farthest deserts of the known world. Rich in knowledge and learning, the sandstone and brick houses of her people sprawl in vast swathes about the crocodile infested Asl River, the city-state overseen by their Star-Reader, the one who interprets the will of the divine from atop his tall pyramid of fired bricks. Their legions are numerous, and though poorly equipped, ferociously led. Near the coast, west of the homeland, stands the port-city of Arshak, and to the south is the small settlement of Isin.

Settlements: 1500 Citizens Total
Khasut: (0,0): 1200 Citizens - 200 Scholars, 100 Soldiers, 100 Artisans, 200 Freemen, 500 Peasants, 100 Explorers | Military: Militia | Public Order: Good| Resources: Amethyst, Wadj Reed, Aurochs, Crocodile, Wheat | 10 Riverland, 10 Flatland | 4 Stone, 1 Copper, Wealth II, 3 Timber
Urban District (Flatland) [12/20][Simple Stone Wall, 2 Cottages, 4 Huts, Training Grounds]
Rural District (Riverland) [4/20][Farm, 2 Irrigated Farms, Hunting Grounds]
Clay Pits

Arshak: (-1,1) : 200 Citizens - 200 | Resources: Ameythests, Salt, Saltwater Crocodiles | 10 Riverland, 5 Hills, 5 Coast | 1 Timber, 1 Stone
Rural District (Hills) [3/20][ 2 Huts, Hunting Grounds]
Quarry

Isin: (0,-1): 100 Citizens - 100 Peasants | Resources: Gourds, Rhinoceros, Giant Shade Trees | 10 Flatland, 10 Forest |
Rural District (Flatland) [2/20][Huts, Hunting Grounds]
Timber Camp

Details:
Advancements: Carpentry, Masonry, Writing, Astronomy, Farming
Arcana: Star Magic School:
Star-Sigil of Birth (Percent chance of a particular population being born under one of the Constellations and achieving some bonus from it), Star-Child Constellation (10% chance of a new population having the Militaristic trait)

Discovered: The Honori (Marans), Ita (Itans)
Domestic Crops: Wadj Reed, Wheat
Civics: Traditional

Explored:
[1,0] [Arid (Twin Rivers): Servals, Ant-Lions, Galena]
[-1,0] [Arid (River): Silver-White Metal, Wine Grapes, Wadj Reed]

High King Tafari of Tjenu - M, 41
Queen Tanit Melqart - F, 34
Ramesses Tjenu - M, 9 - Prince and Heir of Nekhen
Neferata Tjenu - F, 8 - Princess of Nekhen
Amhose Tjenu - M, 5 - Prince of Nekhen



The Chosen of Neferkara
Image


General Description: Founded in the Kingdom of Aslani and exiled shortly after, the Chosen are a arcane and priestly faction seeking to further the knowledge of necromancy and other magics. Having wandered around the known world a while before settling into Saladonia, many other city-states have some opinion regarding the Chosen and their activities. To this end they plan on aiding their unlikely allies by providing arcane knowledge and assistance to further grow the small city-state into a powerful kingdom to rival Aslani.

Short History: The Chosen of Neferkara were founded early in the history of the city-state of Aslani. They were primarily priests dealing with death gods, preparing the dead to cross into the afterlife, as well as early work with magic related to life and death. They however, were formed under the name The Mortuary Servants and this practice placed them in a place of great importance for the formative years of the City-state's time before it grew beyond its own borders. It is during the first expansion of Aslani that the Prince Neferkara was born and was destined to be the next Star-Reader, he was forced by the current Star-Reader to join the Mortuary Servants as a means by which to prevent him from attaining the throne. A younger son became the next Star-Reader and it didn't take more than a decade before the Mortuary Servants led a revolt against the Star-Reader and placed Neferkara on the throne. Calling himself Priest-King Neferkara and creating the first instance where the Star-Reader was not the ruler of the Kingdom.

Over the next decade the other factions within Aslani formed a rebellion against Neferkara. Without a great deal of manpower to back him, Neferkara and his priests raised the dead to fill out their ranks. Soon, the legions of Neferkara seemed to be filled with every member of the dead buried within the confines of Aslani. However, even with this, the combined forces of the other Aslani factions were able to breach the palace and allegedly defeat Neferkara himself. As this happened his armies crumbled, the undead bound to him fell to the ground and the Star-Reader emerged atop his pyramid and proclaimed victory.

Defeated, the Chosen fled Aslani northwards. Finding refuge in various communities and city states. Neferkara's grandson, Setnakhte, has taken up the title of Prince of the Aslani, as well as High Priest of Neferkara. They have eventually settled in the city-state of Saladonia, aiming to rebuild their strength in a place that could use their assistance as well. With luck, their aid to the city-state will help to make the people here more inclined to assist them in resurrecting the power of Neferkara into physical form.

Organization Goals: - Raise Neferkara as a Lich
- Return to Aslani as conquerors
- Capture a City-State as a base of operations

Membership: Saladonia |
Interred Bodies: 57 of Gladium
Access to ~1300 Saladonian Dead

Sarfuth | 380 Citizens -100 Scholars, 100 Artisans, 180 Peasants, 176 Skeletons| Resources: Gold, Snowberries, Giant Firs | Land: 10 Mountains, 5 Hills, 5 Forest
Rural District (Forest) [6/20][1 Huts, 1 Hunting Grounds]
Rural District (Hills) [0/20] - Under Construction - 2 Labor
Assets: 160 Saladonian Dead, Wealth [I]

Leadership: Prince Setnakhte, High Priest of Neferkara - M, 59, Scholar - Necromancer - Prince Setnakhte is the third child of Neferkara born a few months after the Priest-King's death. Never knowing the true strength his father held over Aslani, the young prince became the ruler over the Chosen at a young age when it became apparent he had inherited a great deal of his father's magical abilities as well as his intellect. He fully believes that his life must be sacrificed to bring his father back to the physical realm and is more than ready to do so.

High Priestess Neferata - F, 43, Scholar - Necromancer - Neferata's ancestry, like many other within the Chosen, originates with a previous ruler of the Aslani. Her father was a highly ranked priest before their arrival in the lands of Saladonia. She was taught that the Aslani culture is the greatest in the world and that all other cultures were meant to serve them. Since her arrival in Saladonia she looks down on the locals and makes her views known to everyone within the Chosen. She has ambitions to become the leader of the Chosen given the chance.

Priestess Iset - F, 38, Scholar - Necromancer - Younger sister of Neferata, Iset was raised to be similar to her older sister. She instead rejected her father's view of the world and instead has a more accepting view of other cultures. She has enjoyed her time living in the Republic of Saladonia and has made many friends within the ranks of the Saeling. She sees the necromantic arts as a means to an end. She doesn't believe that they need to return to the Aslani Kingdom to prosper and that they could create their own state in the fertile valley.

Prince Khafra Tjenu - M, 38, Scholar - Necromancer - Son of Prince Setnakhte, heir to the bloodline of Neferkara. He has been kept out of sight for the most part and prepared to serve as Neferkara's second-in-command. His own ambitions are slightly less than reconquest of Aslani Kingdom. He wants to create a land in which his people can grow and prosper without having to look back on what could have been and instead look forward into what is and will be. He hasn't been permitted to go into the city and make contacts by his father, but he has a few contacts through his close associates within the ranks of the Chosen. In time he hopes to gain more influence over the Chosen to make the transition to his leadership that much easier.

Kiya Tjenu - F, 19 - Daughter of Khafra and Iset, Head of Clan Tjenu
Neferati Tjenu - F, 17 - Daughter of Khafra and Iset
Amhose Tjenu - M, 17 - Son of Khafra and Iset, Heir of Neferkara
Setnakhte Tjenu - M, 12 - Son of Khafra and Iset



Abilities: Two points towards Arcana Research
Knowledge: Raise Dead, Liquid Manus, Tame Sheep (Gladium), Smelting I, Shielding Rune
Inventory: 2 Clay, 1 Hematite (both abandoned in Salli), Wealth [I]
Last edited by Nuxipal on Fri Feb 01, 2019 12:05 am, edited 41 times in total.
National Information: http://kutath.weebly.com/

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Toaslandia
Ambassador
 
Posts: 1315
Founded: Apr 29, 2017
Ex-Nation

Postby Toaslandia » Fri Dec 14, 2018 5:21 pm

Name: The Chrysí Aspída

Leader: Apostolos Rellas

History: The Chrysí Aspída were founded by traveling warriors around the city-state of Cadmus to act as mercenaries for traders. They were founded by Chrysíva Garius who acted as Supreme Commander, and after his death, the new Commander, Enzis Bacar, created the Council of Veteránoi to advise him on what would be best for the Chrysí Aspída. The Chrysí Aspída also accepted nearby tribesmen into their fold to act as guides to traders who were unfamiliar with the terrain and increased the Chrysí Aspída's wealth. They're still active near Cadmus and have attempted to set up a guild trade post near Cadmus, but failed.
Starting Location: South of Cadmus

Assets: 220 Chrysí Aspída
1 Fortified Camp (Pit-Stakes, Trench, Timber Palisade)
Wealth X
Timber I
Last edited by Toaslandia on Tue Jan 08, 2019 8:03 pm, edited 7 times in total.
Founder of The United Imperial Provinces and proud colonizer of space!

A class 1.181 civilization according to this index

Just a Socialist trying to live in Trump America

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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Fri Dec 14, 2018 5:38 pm

Xcotl Magocracy

Description: A large city-state inland along a river in flat plains, Xcotl is ruled by a magocracy who dabble in Necromancy. Though not built high in stone or wood, the people of the Xcotl are rich in knowledge and valor, having turned back an incursion of desert demons with blood and bronze and thus earned her right to exist. The Magnum Opus as assumed absolute rule of the empire through a vote by the Gate Council.
Settlements:
Xcotl | Population: 2000 Citizens - 100 Soldiers,600 Scholars, 400 Artisans, 100 Explorers, 800 Peasants| Military: Militia | Public Order: Adequate| Resources: Great Wolves, Native Copper, Oak Trees, Gold | Land: 5 Riverland, 5 Flatlands, 5 Hills, 5 Forest | Wealth VIII, 2 Gold, 8 Stone
Urban District (Flatland)[9/20][4 Huts, 2 Slums, Training Ground, Edifice of Strengthening]
Rural District (Riverland)[9/20][Pasture (Empty), Pasture (Ant Hounds, Recovering), Farm,2 Irrigated Farm,]
Rural District (Hills)[2/20][Scrape Mine (Gold)]
Quarry
Timber Camp
Shoval | Population: 100 Citizens - 100 Peasants, | Resources: Gazelle, Wheat, Pear Trees | Land: 15 Flatland, 5 Forest
Urban District (Flatland)[11/20][Palisade, 4 Huts, 1 Scriptorum]
Rural District (Flatland)[2/30][2 Farms]

Details:
Arcana: Mystic Control, Raise Dead, Speak to Dead, School of Sunstrength, Sunfire. Geolocus of Industry, Ley Sight, Geolocus Strengthening, Geolocus Travel, Geolocus Healing, Sacrificial Rituals. Healing Light. School of Runesmithing.Method of Intesnity
Advancements: Taming, Writing, Tame Ant-Hounds, Coppersmithing, Smithing, Masonry, Construction, Medical Care, Farming, Mining
Domestic Crops: Maize, Apples, Wheat
Civics: Tradition,Militaristic

Explored:
East: Ancestor Region [Arid (Cassiterite, Dust-Bulls, Great Wolves, Psarmelon, Sandwalkers, Purple Crystals)]
Last edited by Novas Arcanum on Mon Jan 28, 2019 9:47 am, edited 44 times in total.

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Theyra
Negotiator
 
Posts: 6420
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Thu Dec 27, 2018 7:52 pm

Aslani Kingdom


Description: The Aslani first started in a far away land where the tribe was almost wiped out due to a mighty beast killing all but one of the tribe. The sole survivor Kevah would leave what was left of his home to travel the land seeking a new home. His journey would led him to Gria Smya, a fertile land with twin rivers. Kevah and the people he found on the way would settle just in-between the rivers. The coming years prove to be a blessing and a curse in their new homeland. However the Aslani would able to finally flourish and established two settlements outside their capital of Kev. Arshak in the west, close to the nearby coastline and Isin to the south near a forest. Currently the kingdom is led by Shah Zakaria Shariati and High Priestess Jamileh

Settlements:
Asl: 1000 Citizens - 200 Scholars, 100 Soldiers, 100 Artisans, 100 Explorers, 500 Peasants | Military: Militia | Public Order: Decent | Resources: Amethyst, Wadj Reed, Aurochs, Crocodile | 10 Riverland, 10 Flatland | 1 Amethyst, 1 Copper, Wealth I
Urban District (Flatland) [11/20][Simple Stone Wall, 2 Cottages, 3 Huts, Training Grounds]
Rural District (Riverland) [1/20][Farm]
Clay Pits
Arshak: 200 Citizens - 200 Peasants | Resources: Ameythests, Salt, Saltwater Crocodiles | 10 Riverland, 5 Hills, 5 Coast | 3 Stone
Rural District (Hills) [1/20][Huts]
Quarry
Isin: 200 Citizens - 200 Peasants | Resources: Gourds, Rhinoceros, Giant Shade Trees | 10 Flatland, 10 Forest | 3 Timber
Rural District (Flatland) [1/20][Huts]
Timber Camp

Resources:
Food: Enough
Wealth: 2
Industry: 0

Details:
Advancements: Carpentry, Masonry, Writing, Astronomy
Arcana: Star-Sigil of Birth
Domestic Crops: Wadj Reed

Explored:
[2,0] [Arid (Twin Rivers): Servals, Ant-Lions, Galena]
Last edited by Theyra on Mon Dec 31, 2018 11:04 am, edited 1 time in total.


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